Yes, and another issue (but it's not visible here) is that PlayCustomAnimation only works for creatures, so I'll have to select one and use only IDLE (initial status), TURNON (dummy hit) and OPENIDLE (dummy destroyed).
Edit:
Found a workaround: use several placeables! 
For the practice dummy, I made PLC_MR_PDUMMY02 (number 01 being the static stock version), its animation being run each time it's damaged (or used, because for some reason you decide to use it
).
I also made PLC_MR_PDUMMY03, whose animation will reflect the destruction of the practice dummy: the OnDeath script of PLC_MR_PDUMMY02 will create PLC_MR_PDUMMY03 and run the animation (with a wood explosion effect of course!).
If you want to test it, put this in your override and paste the two lines below in your placeables.2da:
12948 AnimatedPracticeDummy **** 2 0 PLC_MR_PDUMMY02 **** 0 PLC_MR_PDUMMY02 PLC_MR_PDUMMY02_?? **** **** 0 RESERVED **** **** **** **** **** **** **** **** **** **** 0 ****
12949 AnimatedPracticeDummy(destroyed) **** 2 0 PLC_MR_PDUMMY03 **** 0 PLC_MR_PDUMMY03 PLC_MR_PDUMMY03_?? **** **** 0 RESERVED **** **** **** **** **** **** **** **** **** **** 0 ****
If you don't feel like adding 12,000 or so lines, just put them at the end of your placeables.2da and reset the appearance of the blueprints as follows:
PLC_MR_PDUMMY02 --> AnimatedPracticeDummy
PLC_MR_PDUMMY03 --> AnimatedPracticeDummy(destroyed)
Both will look exactly alike, it's only their animations that differ (and the fact that the breaking animation runs only once).
Modifié par 4760, 01 juillet 2014 - 04:12 .